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The Elder Scrolls IV: OBLIVION
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Compatibility Patch for MTC Extended Villages and mods that change Weye
v 1.0
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By dreamed1
5/27/12
1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Compatibility/Known Conflicts
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
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1. DESCRIPTION
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Compatibility Patch to allow users to play Nernie's "MTC Expanded Villages" mod alongside hopefully many more Weye mods.
Nernie's mod expands on several of the villages in Oblivion. However, since one of them is Weye, it also conflicts with the 20,000 or so
other mods that also alter Weye. I received some requests to patch this for other Weye mods so that hopefully more people can enjoy Nernie's
work.
This patch is pretty heavy-handed, in that it disables nearly all of the Weye-related content in MTC Expanded Villages. See below for details.
The quests should remain intact.
[Shameless plug:
I prefer a less heavy-handed patch that keeps all of the MTC content plus adds the goodness of Region Revive Lake Rumare:
http://oblivion.nexusmods.com/mods/42098
However, if you prefer to use only Region Revive's content and don't want the extras from MTC Extended villages, or you're using AFK Weye or
some other mod, you should use this patch.
/end Shameless plug]
The goal is to make MTC Expanded Villages compatible with as many mods as possible. So virtually all of the Weye additions have been disabled.
The tailor's shop is gone, as is the stonemason and the weaver's house. Those NPC's are also gone. The wainwright's house has been moved to the
lonely well west of Weye, which so far seems unoccupied by the Weye mods I've seen. Vanilla landscaping and pathgriding have been restored
wherever possible.
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2. Requirements
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Requires:
* Nernie's MTC Expanded Villages mod: http://oblivion.nexusmods.com/mods/27125
* If you use Unique Landscapes, you'll need the patch for that as well: http://oblivion.nexusmods.com/mods/13834
* If you use Arthmoor's Villages, there's a compatibility patch for Faregyl also: http://oblivion.nexusmods.com/mods/42123
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3. INSTALLING THE PLUGIN
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IMPORTANT! READ THIS!
1. MTC Expanded Villages needs to be cleaned with TES4Edit.
This guide explains how to clean dirty mods: http://cs.elderscrolls.com/index.php/TES4Edit_Cleaning_Guide
2. Load order must be as follows:
MTCExpandedVillages.esp
MTC-WeyePatch.esp IMMEDIATELY afterwards
Any other mods that alter Weye or the surrounding cells should load after these two (see above for details)
3. A clean save is GENERALLY not required, although it never hurts. Best practice would be to make a full save (not a quick or autosave), preferably
in an interior location other than Weye or Wawnet Inn, then install MTC Expanded Villages and the patch file(s).
IF YOU'RE USING BETA 1 OF THIS PATCH, YOU MUST DO A CLEAN SAVE! Either disable the patch and MTC Villages and make a new save, then carry
on as usual, or else roll back to a previous save before installing beta 1 of this patch. Release version 1 is the same as beta 2, just updated
documentation and release status.
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4. PLAYING THE PLUGIN
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If you've followed the installation instructions, that should be all there is. Play and enjoy.
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5. SAVE GAMES
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Always keep a back-up save before you install a new mod so you can roll back if needed. This patch should be pretty safe. If you're already using
MTC Expanded Villages, don't save in one of the MTC Weye interiors before installing, but other than that it should be fine.
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6. COMPATIBILITY / KNOWN CONFLICTS
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The point of this patch is to minimize and maybe eliminate conflicts with the MTC Expanded Villages mod. I'll try to list as many reported conflicts
or non-conflicting Weye mods as possible here:
Confirmed Conflicts:
Oblivion Farmer's Market - places a rock that sticks out of the side of the wainwright's house; can be disabled via console if it's bothersome
Weye The Imperial City Suburbs - The wainwright's house will rest on the corner of a wheat field. The clutter around the west side of the wainwright's
house will be floating (they can be console disabled or you can move them in the CS) and the path to the door is totally wiped out but the mods will
still be playable.
Weye mods this patch should work for:
AFK Weye
Region Revive: Lake Rumare
AFK Weye + Region Revive: Lake Rumare (with compatibility patch)
Ruined Tails Tale (standalone or with Weye relocation patch)
DC The Imperial Fortress of Weye
Weye Dog Shop
Other:
House of Healing at Weye should be compatible without a patch.
ColourWheels Sexy Oblivion Overhaul (Note: has its own compatibility patch http://oblivion.nexusmods.com/mods/42148)
If you find any other conflicts or non-conflicts, please let me know and I will update the list.
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7. CREDITS / PERMISSIONS RECEIVED
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Nernie for his original mod.
shademe for the construction set extender and elminster for TES4Edit, without which this patch would have been impossible.
Also thanks to those who requested this patch: I hope it gives you many hours of gaming enjoyment
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8. CONTACT AND INFORMATION
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Contact me by PM at Bethsoft forums or the Nexus.
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9. LEGAL STUFF/ DISCLAIMER
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You're free to edit, revise, fix, repair or ruin this patch as you see fit. Don't do anything to the original mods though.